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Necogamer

3
Posts
A member registered Apr 24, 2025

Recent community posts

(3 edits)

If ya mean that first image, no the pit after making the wall jump directly above (ya run left, wall jump over a spike wall and now you're on a small platform over a huge pit you'll need to run back up if ya fail the jump, I didn't see another way up other than this long jump), that area made me very cautious and NOT WANTING to run since I'll need to run back up and jump back over the wall of spikes behind me, thus it was difficult to make the wide gap since I didn't have room to build up enough speed for the jump. Or that's how it felt to me, I didn't feel comfortable with the space I had to even consider running as a good idea. 


(Sees second paragraph) SOMEWHAT??? Dude did ya not playtest level 4, specifically a spike tower with tight gaps that match your inflated size. I quit at that part because I was not having fun, I could barely get past the 1st part of the tower, always popping or running out of air, I'm sorry but that's not somewhat, that's VERY difficult. Parts like that is why I would suggest leaving difficult areas like that as an optional but risky route, but also make a slower yet safer path around for those who aren't as into it. Who want to enjoy just messing around with the controls. 

So I tried out your game, and I was not having fun with these levels, specifically with stages 1, 2, and 4. 

Felt a lil tight in some areas, hard to progress due to how accurate ya need to be. And was there a dive for level 1 because if not, That's a long gap for a starting level dude. 

This just isn't very....replayable. If that's the right word. I would suggest leaving the tight and difficult stuff to the collectables/faster routes (if there was a focus on completing fast), and focus on making the levels more replayable with the current kit, easy enough to complete but hard to master. 

Tho what kind of game did ya want to make with this?